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Correct texture scaling, part 3
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10537deacf
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2f20f21eb6
2 changed files with 55 additions and 52 deletions
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@ -757,6 +757,8 @@ typedef struct drawseg_s
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fixed_t bsilheight; // do not clip sprites above this
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fixed_t tsilheight; // do not clip sprites below this
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fixed_t offsetx;
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// Pointers to lists for sprite clipping, all three adjusted so [x1] is first value.
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INT16 *sprtopclip;
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INT16 *sprbottomclip;
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99
src/r_segs.c
99
src/r_segs.c
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@ -76,6 +76,7 @@ static fixed_t bottomfrac, bottomstep;
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static lighttable_t **walllights;
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static fixed_t *maskedtexturecol = NULL;
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static fixed_t *maskedtextureheight = NULL;
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static fixed_t *thicksidecol = NULL;
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static fixed_t *invscale = NULL;
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//SoM: 3/23/2000: Use boom opening limit removal
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@ -535,7 +536,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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INT32 i, p;
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fixed_t bottombounds = viewheight << FRACBITS;
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fixed_t topbounds = (con_clipviewtop - 1) << FRACBITS;
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fixed_t offsetvalue = 0;
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fixed_t offsetvalue;
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lightlist_t *light;
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r_lightlist_t *rlight;
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INT32 range;
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@ -544,11 +545,13 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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// NOTE: INT64 instead of fixed_t because overflow concerns
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INT64 top_frac, top_step, bottom_frac, bottom_step;
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// skew FOF walls with slopes?
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boolean slopeskew = false;
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fixed_t ffloortextureslide = 0;
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INT32 oldx = -1;
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fixed_t left_top, left_bottom; // needed here for slope skewing
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pslope_t *skewslope = NULL;
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boolean do_texture_skew;
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UINT32 lineflags;
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fixed_t wall_scalex, wall_scaley;
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void (*colfunc_2s) (column_t *);
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@ -560,7 +563,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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curline = ds->curline;
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backsector = pfloor->target;
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frontsector = curline->frontsector == pfloor->target ? curline->backsector : curline->frontsector;
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texnum = R_GetTextureNum(sides[pfloor->master->sidenum[0]].midtexture);
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sidedef = &sides[pfloor->master->sidenum[0]];
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colfunc = colfuncs[BASEDRAWFUNC];
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@ -568,8 +571,13 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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{
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size_t linenum = curline->linedef-backsector->lines[0];
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newline = pfloor->master->frontsector->lines[0] + linenum;
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texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
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sidedef = &sides[newline->sidenum[0]];
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lineflags = newline->flags;
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}
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else
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lineflags = pfloor->master->flags;
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texnum = R_GetTextureNum(sidedef->midtexture);
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if (pfloor->fofflags & FOF_TRANSLUCENT)
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{
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@ -721,7 +729,13 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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walllights = scalelight[lightnum];
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}
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maskedtexturecol = ds->thicksidecol;
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wall_scalex = FixedDiv(FRACUNIT, sidedef->scalex_mid);
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wall_scaley = sidedef->scaley_mid;
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thicksidecol = ds->thicksidecol;
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for (INT32 x = x1; x <= x2; x++)
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thicksidecol[x] = FixedDiv(thicksidecol[x], wall_scalex) + ds->offsetx;
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mfloorclip = ds->sprbottomclip;
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mceilingclip = ds->sprtopclip;
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@ -731,50 +745,28 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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left_top = P_GetFFloorTopZAt (pfloor, ds->leftpos.x, ds->leftpos.y) - viewz;
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left_bottom = P_GetFFloorBottomZAt(pfloor, ds->leftpos.x, ds->leftpos.y) - viewz;
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do_texture_skew = lineflags & ML_SKEWTD;
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skewslope = *pfloor->t_slope; // skew using top slope by default
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if (newline)
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{
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if (newline->flags & ML_SKEWTD)
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slopeskew = true;
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}
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else if (pfloor->master->flags & ML_SKEWTD)
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slopeskew = true;
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if (slopeskew)
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dc_texturemid = left_top;
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if (do_texture_skew)
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dc_texturemid = FixedMul(left_top, wall_scaley);
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else
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dc_texturemid = *pfloor->topheight - viewz;
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dc_texturemid = FixedMul(*pfloor->topheight - viewz, wall_scaley);
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if (newline)
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{
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offsetvalue = sides[newline->sidenum[0]].rowoffset + sides[newline->sidenum[0]].offsety_mid;
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if (newline->flags & ML_DONTPEGBOTTOM)
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offsetvalue = sidedef->rowoffset + sidedef->offsety_mid;
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if (lineflags & ML_DONTPEGBOTTOM)
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{
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skewslope = *pfloor->b_slope; // skew using bottom slope
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if (slopeskew)
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dc_texturemid = left_bottom;
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if (do_texture_skew)
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dc_texturemid = FixedMul(left_bottom, wall_scaley);
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else
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offsetvalue -= *pfloor->topheight - *pfloor->bottomheight;
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}
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}
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else
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{
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offsetvalue = sides[pfloor->master->sidenum[0]].rowoffset + sides[pfloor->master->sidenum[0]].offsety_mid;
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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skewslope = *pfloor->b_slope; // skew using bottom slope
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if (slopeskew)
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dc_texturemid = left_bottom;
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else
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offsetvalue -= *pfloor->topheight - *pfloor->bottomheight;
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}
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offsetvalue -= FixedMul(*pfloor->topheight - *pfloor->bottomheight, wall_scaley);
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}
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if (slopeskew)
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if (do_texture_skew && skewslope)
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{
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angle_t lineangle = R_PointToAngle2(curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y);
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if (skewslope)
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ffloortextureslide = FixedMul(skewslope->zdelta, FINECOSINE((lineangle-skewslope->xydirection)>>ANGLETOFINESHIFT));
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}
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@ -829,7 +821,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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if (ffloortextureslide)
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{
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if (oldx != -1)
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dc_texturemid += FixedMul(ffloortextureslide, maskedtexturecol[oldx]-maskedtexturecol[dc_x]);
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dc_texturemid += FixedMul(ffloortextureslide, thicksidecol[oldx]-thicksidecol[dc_x]);
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oldx = dc_x;
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}
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@ -862,10 +854,10 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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continue;
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}
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dc_iscale = 0xffffffffu / (unsigned)spryscale;
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dc_iscale = FixedMul(0xffffffffu / (unsigned)spryscale, wall_scaley);
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// Get data for the column
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col = (column_t *)((UINT8 *)R_GetColumn(texnum, (maskedtexturecol[dc_x] >> FRACBITS)) - 3);
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col = (column_t *)((UINT8 *)R_GetColumn(texnum, (thicksidecol[dc_x] >> FRACBITS)) - 3);
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// SoM: New code does not rely on R_DrawColumnShadowed_8 which
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// will (hopefully) put less strain on the stack.
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@ -1439,7 +1431,10 @@ static void R_RenderSegLoop (void)
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}
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if (maskedtexturecol)
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maskedtexturecol[rw_x] = texturecolumn;
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maskedtexturecol[rw_x] = texturecolumn + rw_offsetx;
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if (thicksidecol)
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thicksidecol[rw_x] = rw_offset - distance;
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if (maskedtextureheight)
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{
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@ -1551,10 +1546,9 @@ static void R_AllocClippingTables(size_t range)
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static void R_AllocTextureColumnTables(size_t range)
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{
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size_t pos = curtexturecolumntable - texturecolumntable;
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size_t need = range * 3;
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// For both tables, we reserve exactly an amount of memory that's equivalent to
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// how many columns the seg will take on the entire screen (think about it)
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if (pos + range < texturecolumntablesize)
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if (pos + need < texturecolumntablesize)
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return;
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fixed_t *oldtable = texturecolumntable;
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@ -1563,7 +1557,7 @@ static void R_AllocTextureColumnTables(size_t range)
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if (texturecolumntablesize == 0)
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texturecolumntablesize = 16384;
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texturecolumntablesize += range;
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texturecolumntablesize += need;
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texturecolumntable = Z_Realloc(texturecolumntable, texturecolumntablesize * sizeof (*texturecolumntable), PU_STATIC, NULL);
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curtexturecolumntable = texturecolumntable + pos;
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@ -1604,6 +1598,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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maskedtexturecol = NULL;
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maskedtextureheight = NULL;
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thicksidecol = NULL;
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invscale = NULL;
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//initialize segleft and segright
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@ -2135,9 +2130,9 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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rw_toptexturemid += toprowoffset;
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rw_bottomtexturemid += botrowoffset;
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// allocate space for masked texture tables
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R_AllocTextureColumnTables(rw_stopx - start);
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// allocate space for masked texture tables
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if (frontsector && backsector && !Tag_Compare(&frontsector->tags, &backsector->tags) && (backsector->ffloors || frontsector->ffloors))
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{
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ffloor_t *rover;
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@ -2150,7 +2145,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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maskedtexture = true;
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ds_p->thicksidecol = curtexturecolumntable - rw_x;
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ds_p->thicksidecol = thicksidecol = curtexturecolumntable - rw_x;
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curtexturecolumntable += rw_stopx - rw_x;
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lowcut = max(worldbottom, worldlow) + viewz;
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@ -2329,14 +2324,17 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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ds_p->numthicksides = numthicksides = i;
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}
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// masked midtexture
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if (sidedef->midtexture > 0 && sidedef->midtexture < numtextures)
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{
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// masked midtexture
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ds_p->maskedtexturecol = maskedtexturecol = curtexturecolumntable - rw_x;
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curtexturecolumntable += rw_stopx - rw_x;
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maskedtextureheight = ds_p->maskedtextureheight; // note to red, this == &(ds_p->maskedtextureheight[0])
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maskedtexture = true;
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if (curline->polyseg)
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{
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// use REAL front and back floors please, so midtexture rendering isn't mucked up
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@ -2427,6 +2425,9 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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if (rw_midtexturescalex < 0)
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rw_offsetx = -rw_offsetx;
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if (numthicksides)
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ds_p->offsetx = rw_offsetx;
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// calculate light table
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// use different light tables
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// for horizontal / vertical / diagonal
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